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lynx

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Everything posted by lynx

  1. The dev build is static, that's why there's no plugin loading output. However custom fonts worked for me pretty recently, so I don't have much to go on. Do you get the crash with something other than freesans too? What did you change in fonts.2da? btw, that ubuntu package is two versions behind. Bionic currently has the latest.
  2. Happened all the time during development of Kit revisions too.
  3. Jarno, you need your own interpreter. But if I grasped anything, you could just manually wrap the text if you don't want to scroll it.
  4. Is there some good info available how ingame pixel distances relate to the "feet" in projectiles / spell descriptions?
  5. First, it doesn't work with any EE version. Second, there's a GemRB.log file saved with all the logging output.
  6. Well that was annoying, but here it is: https://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/0.8.5
  7. So android, right? I'll have to make a new build — haven't done that in ages. (and nobody cares enough to set up circleci to do it automatically)
  8. That's Symbian, right? No special app, so unless you just edited the example config without renaming it, there's no need for a back up. As for installation, deinstallation / deletion is recommended, as some leftover files will screw you over.
  9. The starting xp depends on your xp and the npclevel.2da. I don't think it ever matches exactly; maybe it's different in bg1, but in bg2 there aren't even entries for all the levels, so sometimes the jump is more noticeable. if the inbuilt SDL software keyboard doesn't enable you to open the console, I suggest you just edit a gui file like gemrb/GUIScripts/bg1/GUIINV.py and put the cheat calls in there, temporarily. Use GemRB.SetPlayerStat(pcPartyNum, IE_XP, xxxx).
  10. To the first part, yes. To the second: interesting, this is in iwd2? At one point there was an exe mod for it at Sorcerer's place, but it has long been abandoned. It's the only thing of that kind afaik and not sure if it contains sources; however I doubt this bug was tackled. Of course this is not a problem in gemrb, but why don't you just use a script to do the regeneration? A bunch of con checks and timers ...
  11. And what was the duration? Usually this is done via items and equipping effects.
  12. I've looked it up and the overhead on subviews is actually 1400 commits at the moment. If anyone was wondering why the odd codename, there's a lengthier explanation here: https://sorbusaria.wordpress.com/2017/11/28/anniversary-gemrb-release/
  13. You're right, either HPPercent* or See shouldn't match for dead actors. The loot dumping would happen in the next tick IIRC, so that death script is problematic. The second case looks like something managed to interrupt him, but it needs further inspection. Is that behaviour consistently reproducible?
  14. Exe mod, I think. GemRB displays them as green/red.
  15. GemRB is a portable open-source implementation of Bioware's Infinity Engine. It was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset (Baldur's Gate and Icewind Dale series, Planescape: Torment). It has been a while since our last release, but plenty of goodies have landed since. This release brings a slew of minor features and fixes, of which a select few are mentioned in the changelog. Of those that aren't, a last minute AttackReevaluate fix stands out, since that action is used all the time in AI scripts. For the details, try GemRB yourself or check the linked changelog for some highlights.
  16. The GemRB team is proud to announce a new release. It has been a while since our last release, but plenty of goodies have landed since. This release brings a slew of minor features and fixes, of which a select few are mentioned below. Of those that aren't, a last minute AttackReevaluate fix stands out, since that action is used all the time in AI scripts. Wait a minute, but where's the promised return of biography editing, you may exclaim. That branch is very much still alive and being worked on, with more than 1000 extra changes. The rewrite just spiralled out of control. Interested users can take a peek at the subviews branch. You can get the sources and packages from here. Full changelog digest: GemRB v0.8.5 (2017-11-26): New features: - SDL2 resolution-independent window scaling, environmental audio, IRIX compatibility - regeneration during sleep, time dilation - iwd2 ability stacking, iwd ZZ* weapon bonuses - portrait.2da handling, avatar shadows, dialogF.tlk handling Improved features: - infravision - better compatibility with bgt, 10pp, ia, kelsey, dr - sdl2 input, mouse scrolling, opengl driver - iwd2 cg&lu, item (un)usability, avatar sizes, permanent clabs - ambients, verbal constants, random walk, walk sounds - bugfixes Packagers note that a few CMake options have been tweaked and are now togglable as true CMake options.
  17. If you have the ogg vorbis and vorbis file library, you just have to rebuild gemrb for the plugins to support these files. Then they can be used everywhere. You'd only need to modify game files that also specify the file extension — the other cases would just work if you removed the original copies (otherwise they would likely get found first). BUT, looking at our build bot logs, the mac builds do have ogg vorbis support: https://travis-ci.org/gemrb/gemrb/jobs/306231521#L3184 So you can grab one of those dev snapshots and just roll with it. Current master is very stable, we're right before a new release.
  18. But you see the point parameter isn't set to anything specific and the two locations are way too far apart for this just to somehow be a result of searchmap jumping. Argent is spot on in the sense that the launch point is what does it. And the golem one has it elsewhere too.
  19. I am rechecking oddities I found during a play through and one of them were the wolfweres in old red's dungeon, just before you get to the area with the elemental well. I remember they were at the end of the corridor leading to it. LP footage confirms: https://youtu.be/6WaaFPDT8i0?t=4m13s Looking at the area (ar1202), there are no spawn points there, but there is an undetectable trap. However, even in an unmodded game, that trap runs spwngol.bcs, which gives you golems. That's what I saw ingame too. So two things are not clear to me: 1. Why are there wolfweres there? 2. Why are they there immediately, not via the usual trap triggering mechanism? They are not embedded in the area. Neither the area script nor baldur does anything special. The rest interrupts give you undead and they'd be nearby anyway. I am running the gog version, which is different from the video, however it seems unlikely they'd go changing something like this. WTF am I missing?
  20. Just verified it's not this fixpack's fault, so let's just forget about it.
  21. If the bit is set, the creature name is used for the scriptname instead. That matches my experience, which is good, but doesn't explain anything — who embedded the copies with the same name? I've loaded a vanilla bg2 and there udgith03..05 are properly named, so there was no bug.
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